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Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) 3rd Edition

3.8 out of 5 stars 13 customer reviews
ISBN-13: 978-1558608481
ISBN-10: 1558608486
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Editorial Reviews

Review

"This book has always been my favorite computer graphics book...The authors are the key inventors of the technology and some of the most creative individuals I know."-From the foreword by Pat Hanrahan, Canon USA Professor, Stanford University

"This new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demenstrations of procedural texturing and modeling on real-time hardware..."-Steve Anderson, CTO, Electronic Arts, Los Angeles

"Texturing and Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniquest or as a comprehensive reference."-Doug Roble, Creative Director of Software, Digital Domain

From the Back Cover

"This book has always been my favorite computer graphics book...The authors are the key inventors of the technology and some of the most creative individuals I know."
-From the foreword by Pat Hanrahan, Canon USA Professor, Stanford University

"This new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demonstrations of procedural texturing and modeling on real-time hardware..."
-Steve Anderson, CTO, Electronic Arts, Los Angeles

"Texturing & Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniques or as a comprehensive reference."
-Doug Roble, Creative Director of Software, Digital Domain

Procedural methods are storage-saving modeling and texturing techniques that provide amazing results. This third edition of the most respected tutorial and reference on procedural methods is fully revised and expanded by today's 3D graphics practitioners.

Especially noteworthy in this edition are bonus chapters by Bill Mark, author of Cg, and by John Hart of the University of Illinois at Urbana-Champaign, providing insights of particular interest to game developers as well as all users of real-time graphics.

As in both previous editions of Texturing & Modeling, Third Edition, the award-winning creators of these procedural methods show, step by step, how to produce the breathtaking effects illustrated in this beautiful, full-color book.

Features:

*Real-time issues for game developers

*Seven brand-new chapters, including real-time rendering, cellular texturing, and hardware acceleration

*All new information on particle systems, spot geometry, bump mapping, cloud modeling, and noise

*Full-color illustrations throughout

*Companion website (www.texturingandmodeling.com) containing C code procedures and RenderMan shading language for executing procedures

David S. Ebert is associate professor at Purdue University and editor in chief for IEEE Transactions on Visualization and Computer Graphics. F. Kenton Musgrave, CEO and CTO of Pandromeda, Inc., has developed digital effects for Titanic and Apollo 13. Darwyn Peachey is vice president of Pixar Animation Studios and developer of RenderMan. Ken Perlin is a professor of computer science and director of the Center for Advanced Technology and the Media Research Lab at New York University, and developer of Perlin Noise. Steven Worley publishes plug-in tools for 3D packages through his company, Worley Laboratories.
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Product Details

  • Series: The Morgan Kaufmann Series in Computer Graphics
  • Hardcover: 712 pages
  • Publisher: Morgan Kaufmann; 3 edition (December 16, 2002)
  • Language: English
  • ISBN-10: 1558608486
  • ISBN-13: 978-1558608481
  • Product Dimensions: 9 x 7.9 x 1.9 inches
  • Shipping Weight: 4.1 pounds
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon Best Sellers Rank: #1,118,055 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Hardcover
This is an update of a classic book on procedural texturing and modeling by the main founders of the field. The book presents lengthy discussions of classical procedural texturing using various noise functions of the sort originated by Ken Perlin (one of the authors). It discusses newer texturing techniques such as cellular texturing, which can be used, for example, to create convincing stone patterns. Other chapters focus on animating solid textures (e.g. marble forming, volumetric gasses, etc.), fractal terrain generation, and tips for utilizing existing graphics APIs and hardware for realtime procedural texturing. This is only a sampling of the topics covered.
Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.
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Format: Hardcover
This book has several serious problems.

The most glaring is that a significant number of the examples are coded in the "Renderman shading language". This language serves, in this book, to hide detail, detail specifically related to producing textures. Of course, if you know the language, you're fine - but most won't know the language and so this is a grievous error.

By way of welcome contrast, other examples in this same book are instead presented as C code fragments or functions. That's just the ticket - using a broadly known, freely available, relatively low-level language with no recourse to unknown hidden graphics functionality is precisely the way to go when explaining ideas in the domain of those this book is intended to convey.

The second problem is one of content. While being concise to the level of a math text is not desirable, this book contains a very sparse field of useful information considering the number of pages. The margins are too wide, the text too large, the form factor of the book too small, and the authors too wordy to possibly convey a good basis for texturing in general - it is a broad and fascinating field, touched only in the briefest and most unsatisfying manner by this book.

I do take issue with the reviewer who complained about the exposition on how to make a brick texture; that area of the text, while it may be already quite familiar to many who are interested in texturing, contains precisely the level of detail that needs to pervade a book of this type, and detail about steps that underly critical basic texturing ideas. Without understanding those basic texturing tools, a novice misses the first step on the stairs and fall on their face.
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Format: Hardcover
This book has five authors, and that is exactly the way it is written. It changes character practically at the beginning of every chapter. It is obvious that the authors have a great deal of knowledge of procedural textures and modeling, however, it is all just lumped together into one big hard-to-sift-through mountain. You will have to do a great deal of work to extract algorithms from this book. Only because there is good information there do I give this book three stars instead of two. Truthfully, it is probably a 2.5 star book.

An example of the authors' inconsistent narrative style is this: Chapter two goes into great detail on the obvious - clamping, antialiasing, and the brick wall texture. In chapter 15 on "Fractal Solid Textures", the authors brush over the complex issue of how to produce fire, water, wind, and rocky terrains. Also, the vast majority of the time, rather than show the procedural modeling with pseudocode or with a high level language such as C, the authors choose "Renderman", which is unfamiliar to many people and makes the included code useless to those uninitiated in that language. Plus, in many cases Renderman has functions that hide the details of particular algorithms. This is counterproductive, since the algorithms are supposed to be the point of this book in the first place, or at least I thought that they were.

My advice to people interested in this subject is to skip this book unless you can find it at a greatly reduced price and look online at Elias Hugo's webpages on procedural modeling. Mr. Hugo explains the authors' techniques much better than the authors themselves do.
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